|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 01:40:00 -
[1] - Quote
Is that because they kill your Marauders?
I'm not seeing how they are broken, sorry. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 01:47:00 -
[2] - Quote
Don't they have to be rather close to you to use grenades?
It sounds like the infantry that should be covering you tank against saboteurs is the problem, not the grenades. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 02:00:00 -
[3] - Quote
Mr Zitro wrote:Vaerana Myshtana wrote:Don't they have to be rather close to you to use grenades?
It sounds like the infantry that should be covering you tank against saboteurs is the problem, not the grenades. They can throw them 60m and an extra 10m with the magnetic feature they have
That's consistent with a grenade, and it has far less range than any other AV device.
The solution is screening infantry, precisely the solution used by real militaries against close quarters saboteurs.
I expect that CCP will decide that AV Grenades are working as intended.
Marauders are subject to RPS like everything else. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 02:19:00 -
[4] - Quote
Mr Zitro wrote:Vaerana Myshtana wrote:Mr Zitro wrote:Vaerana Myshtana wrote:Don't they have to be rather close to you to use grenades?
It sounds like the infantry that should be covering you tank against saboteurs is the problem, not the grenades. They can throw them 60m and an extra 10m with the magnetic feature they have That's consistent with a grenade, and it has far less range than any other AV device. The solution is screening infantry, precisely the solution used by real militaries against close quarters saboteurs. I expect that CCP will decide that AV Grenades are working as intended. Marauders are subject to RPS like everything else. AV grenades have less range than swarms that go across the and a forge gun that has 200-300m yes it has less range. But it out dps all the other av weapons. And nothing is broken about that?
No. That doesn't seem broken.
Forge Gun does more DPS than Swarm Launchers, but at lower range. AV Grenades do more DPS than a Forge Gun, but at much lower range.
That's a reasonable progression, especially since someone trying to use AV Grenades against a tank moving with an infantry screen is likely to die messily before they get close.
Infantry screens are the Rock to the AV Grenade's Scissors. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 03:27:00 -
[5] - Quote
Mr Zitro wrote: Wrong swarms out dps forges versus armor(extra 25-30% keep forgetting exact number). And av grenades out dps swarms versus armor. If your solution for everything is teamwork you are blinded to broken game mechanic. The only thing forges are good for is shield tanks. Why because they have 100% efficiency not 69% like av nades and swarms do. You should really try both classes before you say they are balanced
I have used them. I remember your tank popping my swarmer on the north side of B on Manus Peak and driving all the way around to the east and popping my forger in the back right after I respawned at the CRU.
I'm not complaining that your tank is too fast. You are very good with it. However, you like to drive close to cover way faster than an infantry screen could keep up.
AV Grenades are specifically designed to nerf YOU.
Given the KDR you get even with them in the game, I'd say they are totally balanced. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 03:29:00 -
[6] - Quote
Scheneighnay McBob wrote:Vaerana Myshtana wrote:Don't they have to be rather close to you to use grenades?
It sounds like the infantry that should be covering you tank against saboteurs is the problem, not the grenades. It's not just tanks. The 3 rapid-throw AV grenades can easily take down any LAVs within range of their blaster turrets, before the driver can pick up speed again.
LAVs are supposed to be easy to kill when not moving. Speed is their protection. The inaccuracy of the gun while moving is supposed to make the driver decide between safety and kills. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 03:32:00 -
[7] - Quote
Orin the Freak wrote:bottom line: Tanks can be a game changer, but just as specialized infantry, Tanks are specialized. if you are expecting to be able to have 30k EHP and just sit on an objective, you are sadly mistaken. every time you pull that tank out, expect to be the center of attention. it's the risk you run when pulling out expensive equipment (same for heavy DS, proto gear ETC)
^This. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 14:23:00 -
[8] - Quote
Mr Zitro wrote:I have never said lower the damage on av nades, I have just been pointing out facts as to why they are broken. The only thing I have talked about damage is the "type" of damage it does. An anti vehicle grenade should do equal damage to shield and armor not do a higher damage to armor and a lower to shield. My fix to av nades would be no replenishing or a heavy replenish cost to eat the nanohive faster or change the toss time to 3-5 second "arming" period before you actually release the nade.
Which would make them pretty much useless.
They are SUPPOSED to eat vehicles. That's why they are called Anti-Vehicle Grenades.
It is also worth noting that AV Grenades are explosives, which according to the damage rules that CCP publishes on those help screens we see during loading, do more damage to Armor than Shields.
So, as I said before, they are working as intended. Don't drive next to cover (and be open to Swarms and Forges) or get an infantry screen and stay close to buildings.
|
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 19:03:00 -
[9] - Quote
Caeli SineDeo wrote:AV Grenades are broken.
Really they should have a 3 second delay between throws. This way people can not sit and spam on nano hives. But AV grenades are still great start off combos or finishing combos
A Person can throw a AV nade quick then charge up there forge or lock on with swarms and take there shot with that then if the tank driver is still stupid to be in AV grenade range they can throw another one quick and then use there AV weapon again.
Right now all a team needs to invest in is AV grenades you have 4 guys running around with them no single tank will survive the process. You can eat up any type of tank quickly. And I think it is pretty cheap that they do not have to have a dedicated AV person to fight back with.
Infantry screen. Infantry screen. Infantry screen.
If your tank does not have one and you are close enough to cover for infantry to sneak into AV Grenade range, then you deserve to blow up.
Either get an infantry screen and stick with them (I've watched plenty of tankers do this) or stay well out into the open.
Every choice has advantages and disadvantages. That is the Dust (EVE) way.
|
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 19:11:00 -
[10] - Quote
Kaiden Solian wrote:A single remote pack can take the tank down in one and 1 AV for LAV see the problem
No. One bomb does not seem OP.
http://www.youtube.com/watch?v=EoUb7jiFj5Q
It has been the case since at least WWII, and it remains the case today. |
|
|
|
|